David Woodruff
4 年前
当前提交
966b103d
共有 53 个文件被更改,包括 1269 次插入 和 471 次删除
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61Assets/Scenes/MainMenu.unity
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58Assets/Scenes/SampleScene.unity
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4Assets/Scripts/Client/Net/ClientGNHLogic.cs
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3Assets/Scripts/Client/UI/MainMenuUI.cs
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7Assets/Scripts/Server/Net/ServerGNHLogic.cs
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8Assets/Scripts/Shared/Net/GameNetHub.cs
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3ProjectSettings/EditorBuildSettings.asset
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2Assets/Scripts/Client/Game/State/ClientBossRoomState.cs.meta
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2Assets/Scripts/Client/Game/State/ClientCharSelectState.cs.meta
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2Assets/Scripts/Client/Game/State/ClientMainMenuState.cs.meta
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2Assets/Scripts/Server/Game/State/ServerBossRoomState.cs.meta
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2Assets/Scripts/Server/Game/State/ServerCharSelectState.cs.meta
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2Assets/Scripts/Shared/Game/State/CharSelectData.cs.meta
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2Assets/Scripts/Shared/Game/State/GameStateBehaviour.cs.meta
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8Assets/Prefabs/State.meta
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634Assets/Scenes/CharSelect.unity
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7Assets/Scenes/CharSelect.unity.meta
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8Assets/Scripts/Client/Game/State.meta
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8Assets/Scripts/Server/Game/State.meta
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8Assets/Scripts/Shared/Game/State.meta
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76Assets/Prefabs/State/BossRoomState.prefab
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7Assets/Prefabs/State/BossRoomState.prefab.meta
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89Assets/Prefabs/State/CharSelectState.prefab
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7Assets/Prefabs/State/CharSelectState.prefab.meta
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30Assets/Scripts/Client/Game/State/ClientBossRoomState.cs
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28Assets/Scripts/Client/Game/State/ClientCharSelectState.cs
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29Assets/Scripts/Client/Game/State/ClientMainMenuState.cs
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28Assets/Scripts/Server/Game/State/ServerBossRoomState.cs
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38Assets/Scripts/Server/Game/State/ServerCharSelectState.cs
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38Assets/Scripts/Shared/Game/State/CharSelectData.cs
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101Assets/Scripts/Shared/Game/State/GameStateBehaviour.cs
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31Assets/Scripts/Client/Game/ClientCharSelectBRState.cs
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28Assets/Scripts/Client/Game/ClientGameBRState.cs
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37Assets/Scripts/Client/Game/ClientMainMenuBRState.cs
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31Assets/Scripts/Server/Game/ServerCharSelectBRState.cs
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33Assets/Scripts/Server/Game/ServerGameBRState.cs
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152Assets/Scripts/Shared/Game/BossRoomStateManager.cs
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35Assets/Scripts/Shared/Game/CharSelectBRState.cs
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11Assets/Scripts/Shared/Game/GameBRState.cs.meta
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33Assets/Scripts/Shared/Game/IBossRoomState.cs
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11Assets/Scripts/Shared/Game/IBossRoomState.cs.meta
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36Assets/Scripts/Shared/Game/GameBRState.cs
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0/Assets/Scripts/Client/Game/State/ClientBossRoomState.cs.meta
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0/Assets/Scripts/Client/Game/State/ClientCharSelectState.cs.meta
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0/Assets/Scripts/Client/Game/State/ClientMainMenuState.cs.meta
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0/Assets/Scripts/Server/Game/State/ServerBossRoomState.cs.meta
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0/Assets/Scripts/Server/Game/State/ServerCharSelectState.cs.meta
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0/Assets/Scripts/Shared/Game/State/CharSelectData.cs.meta
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0/Assets/Scripts/Shared/Game/State/GameStateBehaviour.cs.meta
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|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using BossRoom; |
|||
|
|||
namespace BossRoomClient |
|||
{ |
|||
|
|||
/// <summary>
|
|||
/// Client specialization of core BossRoom game logic.
|
|||
/// </summary>
|
|||
public class ClientBossRoomState : GameStateBehaviour |
|||
{ |
|||
public override GameState ActiveState { get { return GameState.BOSSROOM; } } |
|||
|
|||
|
|||
public override void NetworkStart() |
|||
{ |
|||
base.NetworkStart(); |
|||
if( !IsClient ) { this.enabled = false; } |
|||
} |
|||
|
|||
// Update is called once per frame
|
|||
void Update() |
|||
{ |
|||
|
|||
} |
|||
} |
|||
|
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using BossRoom; |
|||
|
|||
namespace BossRoomClient |
|||
{ |
|||
/// <summary>
|
|||
/// Client specialization of the Characterc Select game state.
|
|||
/// </summary>
|
|||
public class ClientCharSelectState : GameStateBehaviour |
|||
{ |
|||
public override GameState ActiveState { get { return GameState.CHARSELECT; } } |
|||
|
|||
|
|||
public override void NetworkStart() |
|||
{ |
|||
base.NetworkStart(); |
|||
if (!IsClient) { this.enabled = false; } |
|||
} |
|||
|
|||
// Update is called once per frame
|
|||
void Update() |
|||
{ |
|||
|
|||
} |
|||
} |
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using BossRoom; |
|||
|
|||
namespace BossRoomClient |
|||
{ |
|||
/// <summary>
|
|||
/// Game Logic that runs when sitting at the MainMenu. This is likely to be "nothing", as no game has been started. But it is
|
|||
/// nonetheless important to have a game state, as the GameStateBehaviour system requires that all scenes have states.
|
|||
/// </summary>
|
|||
public class ClientMainMenuState : GameStateBehaviour |
|||
{ |
|||
public override GameState ActiveState { get { return GameState.MAINMENU; } } |
|||
|
|||
public override void NetworkStart() |
|||
{ |
|||
//note: this code won't ever run, because there is no network connection at the main menu screen.
|
|||
//fortunately we know you are a client, because all players are clients when sitting at the main menu screen.
|
|||
} |
|||
|
|||
// Update is called once per frame
|
|||
void Update() |
|||
{ |
|||
|
|||
} |
|||
} |
|||
|
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using BossRoom; |
|||
|
|||
namespace BossRoomServer |
|||
{ |
|||
/// <summary>
|
|||
/// Server specialization of core BossRoom game logic.
|
|||
/// </summary>
|
|||
public class ServerBossRoomState : GameStateBehaviour |
|||
{ |
|||
public override GameState ActiveState { get { return GameState.BOSSROOM; } } |
|||
|
|||
|
|||
public override void NetworkStart() |
|||
{ |
|||
base.NetworkStart(); |
|||
if (!IsServer) { this.enabled = false; } |
|||
} |
|||
|
|||
// Update is called once per frame
|
|||
void Update() |
|||
{ |
|||
|
|||
} |
|||
} |
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using BossRoom; |
|||
|
|||
namespace BossRoomServer |
|||
{ |
|||
public class ServerCharSelectState : GameStateBehaviour |
|||
{ |
|||
public override GameState ActiveState { get { return GameState.CHARSELECT; } } |
|||
|
|||
//TODO: GOMPS-83. Remove this temp variable and replace with core CharSelect logic.
|
|||
private float m_start_s; //TEMP. manages transition.
|
|||
|
|||
public override void NetworkStart() |
|||
{ |
|||
base.NetworkStart(); |
|||
if (!IsServer) { this.enabled = false; } |
|||
|
|||
m_start_s = Time.time; |
|||
|
|||
} |
|||
|
|||
// Update is called once per frame
|
|||
void Update() |
|||
{ |
|||
if( (Time.time - m_start_s) > 3 ) |
|||
{ |
|||
//temp: we don't have any logic or anything in CharSelect, so for now we just skip on to the next scene.
|
|||
MLAPI.SceneManagement.NetworkSceneManager.SwitchScene("SampleScene"); |
|||
} |
|||
|
|||
|
|||
} |
|||
} |
|||
|
|||
} |
|||
|
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using MLAPI; |
|||
|
|||
namespace BossRoom |
|||
{ |
|||
/// <summary>
|
|||
/// Common data and RPCs for the CharSelect stage.
|
|||
/// </summary>
|
|||
public class CharSelectData : NetworkedBehaviour |
|||
{ |
|||
//TODO: GOMPS-83. implement the true synced array for CharacterSlots. There should be 8, and some can be null.
|
|||
//They can probably just be strings for now.
|
|||
private MLAPI.NetworkedVar.Collections.NetworkedList<string> CharSlots; |
|||
|
|||
// Start is called before the first frame update
|
|||
void Start() |
|||
{ |
|||
|
|||
} |
|||
|
|||
public override void NetworkStart() |
|||
{ |
|||
base.NetworkStart(); |
|||
CharSlots = new MLAPI.NetworkedVar.Collections.NetworkedList<string>(); |
|||
|
|||
} |
|||
|
|||
// Update is called once per frame
|
|||
void Update() |
|||
{ |
|||
|
|||
} |
|||
} |
|||
|
|||
} |
|||
|
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using MLAPI; |
|||
|
|||
namespace BossRoom |
|||
{ |
|||
public enum GameState |
|||
{ |
|||
MAINMENU, |
|||
CHARSELECT, |
|||
BOSSROOM, |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// A special kind of NetworkedBehaviour that represents a discrete game state. The special feature it offers is
|
|||
/// that it provides some guarantees that only one such GameState will be running at a time.
|
|||
/// </summary>
|
|||
/// <remarks>
|
|||
/// Q: what is the relationship between a GameState and a Scene?
|
|||
/// A: There is a 1-to-many relationship between states and scenes. That is, every scene corresponds to exactly one state,
|
|||
/// but a single state can exist in multiple scenes.
|
|||
/// Q: How do state transitions happen?
|
|||
/// A: They are driven implicitly by calling MLAPI.SceneManagement.NetworkSceneManager.SwitchScene in server code. This is
|
|||
/// important, because if state transitions were driven separately from scene transitions, then states that cared what
|
|||
/// scene they ran in would need to carefully synchronize their logic to scene loads.
|
|||
/// Q: How many GameStateBehaviours are there?
|
|||
/// A: Exactly one on the server and one on the client (on the host a server and client GameStateBehaviour will run concurrently, as
|
|||
/// with other networked prefabs).
|
|||
/// Q: If these are MonoBehaviours, how do you have a single state that persists across multiple scenes?
|
|||
/// A: Set your Persists property to true. If you transition to another scene that has the same gamestate, the
|
|||
/// current GameState object will live on, and the version in the new scene will suicide to make room for it.
|
|||
///
|
|||
/// Important Note: We assume that every Scene has a GameState object. If not, then it's possible that a Persisting game state
|
|||
/// will outlast its lifetime (as there is no successor state to clean it up).
|
|||
/// </remarks>
|
|||
public abstract class GameStateBehaviour : NetworkedBehaviour |
|||
{ |
|||
/// <summary>
|
|||
/// Does this GameState persist across multiple scenes?
|
|||
/// </summary>
|
|||
public virtual bool Persists { get { return false; } } |
|||
|
|||
/// <summary>
|
|||
/// What GameState this represents. Server and client specializations of a state should always return the same enum.
|
|||
/// </summary>
|
|||
public abstract GameState ActiveState {get; } |
|||
|
|||
/// <summary>
|
|||
/// This is the single active GameState object. There can be only one.
|
|||
/// </summary>
|
|||
private static GameObject s_activeStateGO; |
|||
|
|||
// Start is called before the first frame update
|
|||
void Start() |
|||
{ |
|||
if( s_activeStateGO != null ) |
|||
{ |
|||
if( s_activeStateGO == this.gameObject ) |
|||
{ |
|||
//nothing to do here, if we're already the active state object.
|
|||
return; |
|||
} |
|||
|
|||
//on the host, this might return either the client or server version, but it doesn't matter which;
|
|||
//we are only curious about its type, and its persist state.
|
|||
var prev_state = s_activeStateGO.GetComponent<GameStateBehaviour>(); |
|||
|
|||
if( prev_state.Persists && prev_state.ActiveState == this.ActiveState ) |
|||
{ |
|||
//we need to make way for the DontDestroyOnLoad state that already exists.
|
|||
Object.Destroy(this.gameObject); |
|||
return; |
|||
} |
|||
|
|||
//otherwise, the old state is going away. Either it wasn't a Persisting state, or it was,
|
|||
//but we're a different kind of state. In either case, we're going to be replacing it.
|
|||
Object.Destroy(s_activeStateGO); |
|||
} |
|||
|
|||
s_activeStateGO = this.gameObject; |
|||
if( Persists ) { Object.DontDestroyOnLoad(this.gameObject); } |
|||
} |
|||
|
|||
// Update is called once per frame
|
|||
void Update() |
|||
{ |
|||
|
|||
} |
|||
|
|||
private void OnDestroy() |
|||
{ |
|||
if( !Persists ) |
|||
{ |
|||
s_activeStateGO = null; |
|||
} |
|||
} |
|||
} |
|||
|
|||
} |
|||
|
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
|
|||
using BossRoom; |
|||
|
|||
|
|||
namespace BossRoomClient |
|||
{ |
|||
class ClientCharSelectBRState : CharSelectBRState |
|||
{ |
|||
// !! STUB CLASS !!
|
|||
// this will be fleshed out with all client-side logic for the character select BossRoom state.
|
|||
|
|||
public override void Destroy() |
|||
{ |
|||
base.Destroy(); |
|||
} |
|||
|
|||
public override void Initialize(BossRoomStateManager manager, Dictionary<string, object> stateParams) |
|||
{ |
|||
base.Initialize(manager, stateParams); |
|||
} |
|||
|
|||
public override void Update() |
|||
{ |
|||
base.Update(); |
|||
} |
|||
} |
|||
} |
|||
|
|||
|
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
|
|||
using BossRoom; |
|||
|
|||
namespace BossRoomClient |
|||
{ |
|||
class ClientGameBRState : GameBRState |
|||
{ |
|||
// !! STUB CLASS !!
|
|||
// this will be fleshed out with all client-side logic for the Game BossRoom state.
|
|||
|
|||
public override void Destroy() |
|||
{ |
|||
base.Destroy(); |
|||
} |
|||
|
|||
public override void Initialize(BossRoomStateManager manager, Dictionary<string, object> stateParams) |
|||
{ |
|||
base.Initialize(manager, stateParams); |
|||
} |
|||
|
|||
public override void Update() |
|||
{ |
|||
base.Update(); |
|||
} |
|||
} |
|||
} |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
|
|||
using BossRoom; |
|||
|
|||
|
|||
namespace BossRoomClient |
|||
{ |
|||
/// <summary>
|
|||
/// The BossRoom state logic that runs during MainMenu. Unlike most states, there is only a client variant of this (you are always
|
|||
/// a client when sitting at the Main Menu screen).
|
|||
/// </summary>
|
|||
class ClientMainMenuBRState : IBossRoomState |
|||
{ |
|||
private BossRoomStateManager m_manager; |
|||
|
|||
public BossRoomState State { get { return BossRoomState.MAINMENU; } } |
|||
|
|||
public void Destroy() |
|||
{ |
|||
} |
|||
|
|||
public void Initialize(BossRoomStateManager manager, Dictionary<string, object> stateParams) |
|||
{ |
|||
m_manager = manager; |
|||
|
|||
UnityEngine.Application.targetFrameRate = 60; |
|||
} |
|||
|
|||
public void Update() |
|||
{ |
|||
|
|||
} |
|||
} |
|||
} |
|||
|
|||
|
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
|
|||
using BossRoom; |
|||
|
|||
|
|||
namespace BossRoomServer |
|||
{ |
|||
class ServerCharSelectBRState : CharSelectBRState |
|||
{ |
|||
// !! STUB CLASS !!
|
|||
// this will be fleshed out with all server-side logic for the character select BossRoom state.
|
|||
|
|||
public override void Destroy() |
|||
{ |
|||
base.Destroy(); |
|||
} |
|||
|
|||
public override void Initialize(BossRoomStateManager manager, Dictionary<string, object> stateParams) |
|||
{ |
|||
base.Initialize(manager, stateParams); |
|||
} |
|||
|
|||
public override void Update() |
|||
{ |
|||
base.Update(); |
|||
} |
|||
} |
|||
} |
|||
|
|||
|
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
|
|||
using BossRoom; |
|||
|
|||
namespace BossRoomServer |
|||
{ |
|||
class ServerGameBRState : GameBRState |
|||
{ |
|||
// !! STUB CLASS !!
|
|||
// this will be fleshed out with all server-side logic for the Game BossRoom state.
|
|||
|
|||
public override void Destroy() |
|||
{ |
|||
base.Destroy(); |
|||
} |
|||
|
|||
public override void Initialize(BossRoomStateManager manager, Dictionary<string, object> stateParams ) |
|||
{ |
|||
base.Initialize(manager, stateParams); |
|||
|
|||
//NOTE: it's very important to use MLAPI's scene switching logic, and not switch the scene yourself. If you do,
|
|||
//MLAPI will get confused internally about which scene is active.
|
|||
//MLAPI_WISHLIST: could MLAPI listen to scene change events and then handle the networked switch itself, internally?
|
|||
MLAPI.SceneManagement.NetworkSceneManager.SwitchScene("SampleScene"); |
|||
} |
|||
|
|||
public override void Update() |
|||
{ |
|||
base.Update(); |
|||
} |
|||
} |
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
namespace BossRoom |
|||
{ |
|||
/// <summary>
|
|||
/// enum for the top-level game FSM.
|
|||
/// </summary>
|
|||
public enum BossRoomState |
|||
{ |
|||
NONE, // no state is actively running. Currently this only happens prior to BossRoomStateManager.Start having run.
|
|||
MAINMENU, // main menu logic is running.
|
|||
CHARSELECT, // character select logic is running.
|
|||
GAME, // core game logic is running.
|
|||
} |
|||
|
|||
/// <summary>
|
|||
/// The BossRoomStateManager manages the top-level logic for each gamestate.
|
|||
/// </summary>
|
|||
/// <remarks>
|
|||
/// This class is intended as the top-level FSM for the game. Because of that, it runs both before and after
|
|||
/// the time when the client has an active connection to the host.
|
|||
/// On the Host, server and client logic run concurrently (with server logic preceding client on every update tic).
|
|||
/// On the Client, only client logic runs.
|
|||
/// </remarks>
|
|||
public class BossRoomStateManager : MonoBehaviour |
|||
{ |
|||
public GameNetHub NetHub { get; private set; } |
|||
|
|||
/// <summary>
|
|||
/// Gets the active state that BossRoomStateManager is in.
|
|||
/// </summary>
|
|||
public BossRoomState ActiveState |
|||
{ |
|||
get |
|||
{ |
|||
//There is always a client state, and client and server states must always match. See ChangeState.
|
|||
//Note: if converting to a dedicated server, you would need to change this to an #IF BUILD_SERVER #ELSE block
|
|||
//that checked either client or server states. See note in ChangeState about converting to a dedicated server.
|
|||
return m_clientState != null ? m_clientState.State : BossRoomState.NONE; |
|||
} |
|||
} |
|||
|
|||
private IBossRoomState m_serverState; |
|||
private IBossRoomState m_clientState; |
|||
|
|||
/// <summary>
|
|||
/// Transitions from one active state to another. Will no-op if transitioning to the current active state.
|
|||
/// </summary>
|
|||
/// <remarks>
|
|||
/// On the Host, Server and Client BossRoomState objects run concurrently. On clients, only the "client" version of each
|
|||
/// state is instantiated, and for a hypothetical dedicated server, only the server object would be instantiated. If you were
|
|||
/// moving to a dedicated server model and stripping out server code from the client, this is one method you would need to change
|
|||
/// (for example by making a client and server factory components that plug themselves into the BossRoomStateManager, and are
|
|||
/// guarded by #IF !BUILD_SERVER or #IF BUILD_SERVER, respectively)
|
|||
/// </remarks>
|
|||
/// <param name="target">the target state to transition to</param>
|
|||
/// <param name="stateParams">Any special parameters to inform the next state about, or null for none.</param>
|
|||
public void ChangeState(BossRoomState target, Dictionary<string,System.Object> stateParams ) |
|||
{ |
|||
if( target == ActiveState ) { return; } |
|||